flag dropping on waterlevel 0
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1882 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -512,7 +512,7 @@ void parsemessages(int cn, playerent *d, ucharbuf &p)
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{
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short x = (ushort) (getint(p)/DMF);
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short y = (ushort) (getint(p)/DMF);
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short z = ((ushort) (getint(p)/DMF))-((short)player1->eyeheight); // correct z offset, assumes all players do have same eyeheight
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short z = ((ushort) (getint(p)/DMF))-((short)player1->eyeheight); // correct z offset, assumes all players do have the same eyeheight
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flagdropped(flag, action, x, y, z);
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break;
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}
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@@ -282,7 +282,7 @@ void tryflagdrop(bool reset)
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f.flag->spawned = false;
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f.state = CTFF_DROPPED;
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f.ack = false;
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flagdropmillis = lastmillis+1000;
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flagdropmillis = lastmillis+3000;
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addmsg(reset ? SV_FLAGRESET : SV_FLAGDROP, "ri", f.team);
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}
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}
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@@ -325,7 +325,7 @@ void flagdropped(int flag, int action, short x, short y, short z)
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p.o.x = x;
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p.o.y = y;
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p.o.z = z;
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p.vel.z = -1.0f;
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p.vel.z = -0.8f;
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loopi(50) moveplayer(&p, 50, true); // calc drop position
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f.flag->x = (short)p.o.x;
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f.flag->y = (short)p.o.y;
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